Impulse page for Sins of a Galactic Empire for Sins of a Solar Empire

12/12/2009

Sins of a Galactic Empire (SOGE) 1.0e release for Sins of a Solar Empire Entrenchment
A Star Wars total conversion mod for Sins of a Solar Empire
12-12-2009

TEAM
=============================================
Models, textures, ship stats: Evillejedi
Abilities and tons of debugging: Psychoak (It would have taken another year without this help)
Swrebellion.com Web support and general debugging: Evaders
Interface icons: Ozwolf
SW Music: Pedro
Many many beta testers, many who didn't do a damn thing thanks to those that gave us valuable feedback!
Probably some other people I am missing, thanks

CONTACT
=============================================
Development website http://warlords.swrebellion.com
Development forum http://warlords.swrebellion.com/forums/viewforum.php?f=593&sid=d9baa3b5114c49929088ca5b1506e866
bug tracker http://warlords.swrebellion.com/mantis/view_all_bug_page.php
sins forum https://forums.sinsofasolarempire.com/331584


INSTALLATION
=============================================

The zip file should be around 225mb

Extract the contents of the zip file to your sins mod directory
Example for windows XP C:\Documents\<username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041\
Example for Vista/win 7 C:\Users\<username>\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041\
open the game and go into options and select the mod from the list of available mods and then activate it.

THIS MOD HAS NOT BEEN TESTED WITH ANY OTHER MOD AND PROBABLY WILL NOT WORK WITH ANY OTHER MOD BECAUSE OF THE NUMBER OF FILES IT ELIMINATED TO BE STABLE.

The mod should be working fine if the only races you can select are the star wars races. If this is not the case you have not properly installed the mod in your mods folder.

NOTES
=============================================
This release is a compiled version of 1.0e, there are newer builds on the SVN, however these may be unstable or perform poorly, so download at your own risk

If you are in the beta test you will not need to download this file, simply update your SVN repository to get the latest version

This release contains fully playable factions for the Rebel Alliance, Imperial Navy, Confederacy of Independent systems and Galactic Republic

There are currently no star bases in the mod and the Civilian research has not been modified, it will be modified in the future

Since it is a total conversion this mod does not contain the stock races (advent, vasari, tech), this
decision is driven by the hardcode limits imposed by ironclad and by eliminating them makes the mod
much more stable. If you want the star wars races with the standard sins races check out
Star Wars Requiem at http://sins.imperial.cc/

If you would like to participate in the development of the mod we can definitely use your help!
However we are looking for skilled individuals to do development of many detailed aspects of research/ability coding and 2d artwork
and do not need general help. Please post on the development forum if you feel that you can help us.

Please check the development website for updates on news, new content or official patches

If you would like to participate in beta testing the mod you can post in the beta testing forum to get access, we are looking for testers
that will provide detailed feedback of items they find in the game into our bug tracker.

SOME STRATAGIES
=============================================
Planetary defenses are great starting elements to protect your planets, especially when upgraded, build lots of turrets!

There are a few planet hardening upgrades in the defense research, these are crucial if you want your colonies to survive.

Capital ships need to be protected before they gain a few levels, once they have a few levels they will become very potent.

The ranges for weapons have been greatly extended. If you want more epic battles move your ships into closer range and many
abilities and other weapons will be used by the vessels.
Remember even Admiral Ackbar thought that it was suicide to move so close to the imperial star fleet!

The Imperials focus on Heavy firepower, Ion weaponry and command and control. It is best to lead groups of star destroyers
with a flag ship. The Empire does not have a low cost colonizer, but the gladiator and ISDs are very capable. The Executor
really has no equal.

The Alliance is focused on survivability, the mon calimari vessels may not have a lot of firepower, but they will be able to
last the engagement. Mix the mon cal vessels with their other vessels for a mixed fleet and protect the Diplomatic vessels,
they have excellent high level abilities

The CIS starts off weak, but has some extremely powerful abilities after a bit of research, build lots of trafed II's at the
beginning and then progress to Lucrehulks with buzz droids.

The republic is based off of mass production of its vessels, use support vessels to supplement homogenous fleets and Lead the
fleets with a Jedi cruiser.


KNOWN BUGS
=============================================
Some abilities may not work exactly as described, may have conditional issues or may be over/underpowered. This is being worked
on and some of it requires Ironclad to release a new patch

Research costs have not been finalized, they will change in the future

Some ships may be unbalanced this will be addressed as we get specific bug reports

some descriptions are too long and cause the text to spill out of the description box, this is especially true on lower resolution
screens like laptop screens. We are working to fix this

On some ships it may be possible to zoom in to the point that the models mesh disappears slightly this is being addressed.

some vessels such as the subjugator and some fighters may have no texture or may have incomplete textures, this is being addressed
in future versions

Ywings are currently being displayed as bwings, this will be fixed soon

Some abilities or effects may require work, this is especially true of abilities like Sprint

Some icons are being reworked and will require some adjustments

Fighters fly through ships and bounce around, this is something that needs to be fixed by ironclad, it is an engine issue.

The AI likes to spam some ships, right now there is no fix for this.

Compatibility
=============================================
Entrenchment 1.041+ (until ironclad breaks it again)

model files and textures are compatible with older versions of Sins, however Ironclad made
many changes to the SINS code that require 1.041, if you want to backport the mod to a previous
version feel free, but it is a tremendous amount of work

Download Links
=============================================

http://www.filefront.com/15122655/SOGE1.0e.zip

 


Comments (Page 42)
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on Apr 10, 2009

Man i keep getting mini-dumps when i start playing the game i can be playing for 10 mins 20 mins or even a d*** hour but i always get a mini-dump and it always happens WHEN THE BATTLE GETS GOOD!!!!  Someone PLEASE help, cause i really need it, stardock only says look in the forum and thats it, no help at all to this certain situation

on Apr 10, 2009

DaxterDV
Man i keep getting mini-dumps when i start playing the game i can be playing for 10 mins 20 mins or even a d*** hour but i always get a mini-dump and it always happens WHEN THE BATTLE GETS GOOD!!!!  Someone PLEASE help, cause i really need it, stardock only says look in the forum and thats it, no help at all to this certain situation

You and me both buddy. best mod ive ever seen and its the ultimate tease! play then minidump = denied!

Best thing you can do though is play it, see if there is "triggers" that you think causes the dumps then report it to EvilleJedi who provides this mod so we can assist him in squashing the bugs.

God damned I want to play this mod so bad!!

*goes back to testing*

on Apr 10, 2009

I may have run across another trigger, or maybe not.

It seems that, no matter the distance, when I self-destruct an Alliance capitol ship, less than a minute later it mini dumps.

Other than that, my minidumps have been seemingly random, yet tend to happen during fight (epic and generic) yet aren't consistent at all. The only other corrolation isthat I never minidump as the Empire. i minidump more under the Alliance, then the Republic, then the CIS (Republic minidumps pretty early, though). Is anyone else experiencing the same thing?

I'll play again soon and actually write down the situations so as to be ofbetter help.

on Apr 10, 2009

I think the scuttle minidump is directly related to bad explosions/debris, I think I've at last got that one narrowed down. I believe the rest are abilities and the pirates.

on Apr 10, 2009

I've had no problems with the pirates (except with them spamming f*cking dreadnaughts...my poor MC80a and co.). The same goes with explosions and debris. I've been plaing on Highest, high, medium settings (top to bottom) for ships and structures, and highest on planet detail. No elevators, highlighted gravity wells, 'ship mesh highlight', and no colored or deep-space skyboxes....if that helps at all.

Then again...I have been primarily playing on a costum map of 189 random planets around a single star....

on Apr 10, 2009

It's terribly unfair to them, but pirates are really easy to handle.  Just build repair platforms for them to chew on and leave your fleet just outside their target.  Phase in right after them and you've got a free meal while they eat through the 25k hitpoint shielded building.

on Apr 10, 2009

abilities and death explosions/debris are the big things I am investigating now.

One problem seems to be that "FixedLevel0" abilities sometimes don't work on capital ships, most notably Demolition Bots.  Or possibly it is a research requirement problem.

 

 

 

on Apr 10, 2009

You have to research all the abilities before they can be used

on Apr 10, 2009

certain ones i should say

on Apr 10, 2009

Going through the entity files, some of them may be missing.  The repair platforms for instance don't actually repair.  The tech that makes them available was removed, but their repair ability is still dependant on it even though the platform itself can be constructed.

on Apr 10, 2009

This mod is AWESOME!  I played several games and got a mini-dump only once, playing the Empire.  The origional factions are real easy to beat though, a couple hits and their ships go down but its still fun.  The only real complaint I have is that the ships are way too dark and the Capital Ships are small compared to the rest. 

on Apr 11, 2009

well here are the steps I have taken

1) started from 1.16 base binary data in the particle, window and gameinfo folder. Added mod files. All of the mod files do not overwrite existing files except for explosions.explosiondata, soundeffects.sounddata, soundmusic.sounddata, HudIcon-ship.brushes, loadscreen.brushes and the planet files (the planets only increased the size of the gravity wells.

2) removed all abilities from ships and removed the modded abilities.

3) checked the overwritten files line by line for missing references or invalid values.

I still get minidumps occasionally

 

so it looks like going through the new mod files for missing entries after that I really can't say I have any idea why the game would mini dump (it really should only minidump when something isn't referenced properly and doesn't exist or when a value would create a value that a function cannot handle, though all the minidumps that do occur seem to be bad pointer references)

 

  if that does fix the majority of the issues adding back abilities one by one will be the next step.

on Apr 11, 2009

Having burned the midnight oil with a friend trying to find the issues in this simply put awesome mod over the last 2 days all our waking hours this is what ive found so far (apologies if it has been mentioned before or is allready known)

Research:

-Cannot research "Wormhole Navigation" and "Long Distance Jumps" as Empire (the icons are there bud overlapped by existing other research. They can be clicked but no research comes of them thus making multiple star games impossible as youre land locked.

- The research of "phase jump disruption" and "Interstellar networks" seems redundant since you can build those structures off the bat?

Structures:

- Repair Platforms dont seem to actually repair. Theyre also missing the auto-cast icon for repair ie you cant use them manually neither.

- Novalith can be built but not fired.

Ships:

- Antimatter Regen. Edit nm I found out how this works its fine

- Abilities/Autocast we agree seems to be some but not exclusive to the minidump issues. There is also a lot of ships which becomes bugged/or is bugged for ship abilities and purchases when levelling. Where points cant be spent ect. Especially with Alliance Capitals.

Bugs/Minidump maybes:

- Pirates set as inactive greatly reduces minidumps.

- Minidumps is near impossible to pin-point for us non-programmers as we had a million of them last night and they were utterly random. We even saved the game every 3 mins manually to try and get "as close to a minidump" as we could get but each and every time it would let us game a little longer without exception. We had easily over 100 minidumps during testing over last few days and not once could we replicate it to a fact.

We are confident to say that we agree with you EvilleJedi that it seems to often be involved with abilities and may very well have links to the debris. But we simply dont know. We do not have programming aptitude so its difficult for us to link the events with the "aha!" moment.

So far all testing has been with Alliance and Empire in various forms.

One last wish.

Is there any way the function shield transfer from TEC could be included in some shape or form could be a lot less powerful for all i care or maybe a repair platform that does shields restore or some such? Reason I ask is we found that our flagships massive shields would slowly get eroded by the game by sheer attrition and due to its size would never recharge in any meaningful way even out of combat and as a result we could just watch our ships get eaten down to the bones through the game with no way of doing anything about it

Hope this helps.

Awesome mod, awesome job. Hope we get rid of the worst mini dumping´.

 

Going to edit this post with anything I find as summary

on Apr 11, 2009

Well I found rebuilding from vanilla files to be the easiest way to get a mod working, especially across major versions - perfecting a race/abilities/research etc before moving onto the next race. Hence my manifest/string files have all my "customs" at the top so that in the event of major changes I can copy my changes back into vanilla files pretty quickly.

How about releasing a "CIS only" release that people can thrash out for you?

Even a relatively simply mod like Requiem was generating obscure minidumps simply because I typo'ed some rarely used ability (one memorable one used to generate a minidump 15 minutes into the game, because I typo'ed an ability that the AI researched and only used later!).

The error popups don't capture everything... I can imagine getting a total conversion error free would be an absolute nightmare.

I did some testing of SOGE myself as the CIS race against Alliance AI without pirates and I had a pretty stable experience right up to the point where I right-clicked to auto-level capital ship special abilities and mini-dumped there. I wish I could remember the CIS capital exaclty (the second cheapest one with decent DPS I think) so maybe it was activating an ability that caused it.

on Apr 11, 2009

Jason your mod MiniDumps just as bad so i wouldnt give Eville any advice

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